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Judging Eagle
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« Reply #100 on: November 23, 2008, 03:12:49 AM »

Actually, I asked if I could use RoW stuff, and was told yes. I've been under the assumption that stuff will be given a "no" if it doesn't fit.

On the mithril thing, I was reading the 1st table on the d20srd.org site, I made the mistake of quoting adamantine armour's cost. Mithril is second table down.
Also, I didn't know we could craft our own weapons and armour. If that's the case, I could have a lot of money coming back to me, as would Jagged.
[edit: lulz, no Craft for Jagged

Thanks for the advice Kaelik, I'll see what I can do to get the gold re-invested in useful wands and scrolls.

Also, a question on Bonus Languages and Skill points in general.

Are Total Languages known based on starting or current base int? Also, cross-class skills? Are we using "set-on-fire rules" or "you can cross-class 1 for 1, but CC skills can have no more than 1/2 of your in-class skill max ranks."

This doesn't affect Merhault at all, but sets on fire about 8 of Jagged's skill points, and I'm building Jagged based on what Jagged wants on the results that she wants for her character, so knowing how this is done is important for me. Part of what is wanted is "must have Know (The Planes) and Know (Geography), also Proffession: Cartographer"

As for free/stealthed abilties.

Other things that I should get cleared up:

  • BaB rules from RoW: extra AoOs, The Edge [Affects Jagged, Merhault has less BaB than the clerics who cast Divine Power]
  • RoW armour rules? [Beefs up nearly everyone's armour abilities; I'm guessing that any of the "wierd"/"magical" armours are off-limits]
  • Adamantine Armour [Does it give BaB-scaling DR?]
  • Silk Steel Armour [In? Not in? It's basically full plate with a higher armour check penalty and a lower stealth penalty. It also lets you move around pretty quietly; I'm costing it as a MwK full plate (1,650 gp)
  • Core Grappling or RoW grappling? I know both very well, the local Living Greyhawk setting has a rule of "no killing!" so subdual damage and grappling happen a lot. RoW grappling cuts the rolling in half as the person whose turn it is simply rolls against a DC of 10 + Target's Grapple Modifier. [This is more for Jagg, she'll either be grappled or grappling; it was one of the key ways that I kept her from running amok when she was playing in my Tome Game, pick up Jagg with a massive elemental, then try to CdG her, she'd be released, then re-attempt. I informed Jagged that she could just swing her sword when grappled, after that she was delayed every other round as she would kill the next foolish creature that tried to pick her up; Merhault will seriously run if he faces a creature that will actually try to grapple with him]
  • I took a level of Feat Rogue for the skills access and a RoW feat. I did it b/c I saw something similar in one of the other builds [two PHB fighter lvls for the feats]. Am I right in guessing that sort of thing is permitted?
  • Is a lot of Miss Chance over straight AC ok? Jagged has a 50% miss chance, and if I UMD a scroll of greater invis, she'll get a 2nd 50% Miss chance. Is that ok, or is it too many miss chances? [she will probably not need the 2nd one ever, but who knows]
  • How is Power Attack and Expertise going to work? Do we need the PHB feats in order to swing back and coldcock someone, or are we using the RoW rules for that? [Affects the casters or characters with lots of To-Hit; casters b/c they can jump their AC... nm, it's if they made a melee attack; this mostly affects melee characters with lots of To-Hit, or breaking walls/doors]
  • Can't think of anything else right now.


"Combat Reflexes" is the benefit of Hordebreaker, so it's not "free". Grab... I fucking wish... actually, I don't wish for it. My str is crap. Also... I'm not a grappling build, that's Jagged's jorb. Cranked str, full BaB, armour spikes and Juggernaut (14, + 7 + 4: +25 grapple mod, while mer//inn has a mod of... +13? lulz, getting tackled by her would be a bad idea, she doesn't push mer//inn off the RNG, but a 12 point difference is pretty big)

As for "several other things" name them, and I'll explain them, or at least try, or find out that you're assuming I've got abilities that I don't have. Either way, transparecy is fine with me.

As for adding things in a confusing manner, I'm sorry. I'm actually a very sloppy and rambling type of writer, my old gaming group knew what my hand writing was like, and Jagged knows first hand what confusing scrawl my handwriting is (i.e. looks like it's code to other people). I write as I think, and almost never edit or correct myself as I write. Instead I edit as I go along. It sometimes really makes my writing look bad.

I write the way that I talk and think. So if there's anything else that you think I'm stealthing in, just point it out and I'll ask Ubernoob if it's vetoed or passed.

Also, if I see or know someone isn't using a benefit that I'm accessing myself I know that I'll try to tell them that they can do so, and will probably strongly urge them to do so.

If it helps explain what I mean, I DM that way.

I seriously tell the players "Uh, no, don't multi-class out of Druid you're going to lose caster levels and class ability progression. Also stand beside your companion so that you both get the benefits of Bull's Strength when you cast it next round. I need to move these orcs and troll now" or "You know... you've got like 4 cleave attacks/AoOs per round, you should hit and kill the guy that the other Barbarian charged and badly hurt. Then you can 5-foot step further into the room and start pasting the ogres and keep 5-foot stepping as you keep using Hordebreaker. A 29 hits your AC, right?"

That's for people who are on the other side of the DM screen (which I never really use, it gets in the way). I'm the DM who gives CO advice to his players. They don't always follow it, but that doesn't stop me from giving it, and in the long run everyone wins. They have effective characters, and my games don't bore me and have interesting stories to tell afterwards. If we're on the same side, I'm sure as shit going to tell you that you can do "X" b/c I don't want to play "Hero & Henchmen" I want "Dungeons & Dragons" if I suspect that you can do something that will let you perform better, I'll say so.

I've seriously killed campaigns where the DM pretty much screwed the party b/c they thought that the non-casters would somehow benefit if he didn't give the spellcasters lots of time to craft items for the party. I got fed up of my archivist and the cleric being the only decent PCs in a group of 8 PCs, and then started DMing again.

Of course, if it's vetoed or if I made a mistake, so much the better. By talking about what I've got I hopefully.



Finally, PR, it's really bugging me, but how is your Rogue going to SA in melee and not get badly injured? b/c I'm not noticing any miss-chance or invisibility gear. Nor do I currently see how you'll be able to SA with all of your attacks. Are you going to cast Grease and rely on the Balance check to put target's flatfooted, or self-buff with Ebon Eyes then cast Black Light on a carried stone or something else?

I just always find it hard to build melee rogues, that's partly why, so a different tack might give me ideas.
« Last Edit: November 23, 2008, 03:14:57 AM by Judging Eagle » Logged

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« Reply #101 on: November 23, 2008, 04:09:46 AM »

Armors aren't a part of RoW.  They aren't fucking finished and only are balanced in the 8 item limit world because each armor is better than a RoW feat.  Furthermore, do you really want your enemies using RoW armors?  They can get way more HD than you.  That's a tactical consideration.  They also have no costs.  Like, at all.  You can't fucking use them because they aren't part of RoW. 

We're using the standard rules for skills.  I'm not houseruling skills at all.

RoW fighter gets RoW feats.  PHB fighter gets PHB feats.  Just denote which you're using.  Same goes for barbarian.  RoW or the old class is fine, but only RoW fighter gets RoW bonus feats.

RoW bab rules fuck y'all (HD), but we can use them.

PHB grapple works fine.

Miss chance over pure AC is fine.  Just expect to be power attacked and not all enemies are subject to it.  Better to have both when you can.

I'm allowing flaws, so you have to fucking take power attack and co if you want it.
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Tshern
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« Reply #102 on: November 23, 2008, 06:09:51 AM »

I'm allowing flaws, so you have to fucking take power attack and co if you want it.
Score!
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woodenbandman
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« Reply #103 on: November 23, 2008, 09:20:09 AM »

Flaws are in now? That means I have 4 more feats to burn. I'm ditching my Persist, that really is the cleric's job.

Any idears for 4 feats for a mage to spend?
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« Reply #104 on: November 23, 2008, 10:52:45 AM »

Too bad you don't qualify for Earth sense and Earth spell due to the pesky wisdom requirement. Perhaps you would want some dirty expensive metamagic feats to use Metamagic vestige for.

By the way, where are you getting your initiative from? I'd be interested in boosting my own and you seem to have a number of bonuses I have missed...

And note that I, at the moment, I can only persist a single spell per day, because I want to keep turn attempts to fuel Divine defiance.
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woodenbandman
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« Reply #105 on: November 23, 2008, 12:15:20 PM »

insight bonuses for making a good pact, bonus from Warning (+5), Improved Initiative, 2 dex. That's 11, and I have a nerveskitter prepared. So In all I've got +16 to initiative, which is respectable, especially for minimal investment, but I can do better. If I have more money...

Well I still haven't finalized my stats, I figure Charisma helps on binding, but I might want to dump it for more Will defense. Plus, I don't want to do the earth spell thing because I spent a shit ton to be able to fly with perfect maneuverability 60ft/round, and I don't want it to go to waste. I guess Persist is still in, then, but what for the other two feats I have. I could take Combat Expertise for more AC but that seems like a terrible waste. Thoughts? I should probably pick up quicken. I could take some Binding related feats? Expel Vestige and Rapid Pact Making would be good, and I will probably take another binder level before this is all done to get that tasty +2 more to initiative, and suppress sign. Since we're going to 30 I should be pretty house by the time this is all through Big Grin

EDIT2: Traits in? Because that right there can get you another 2 to initiative, Tshern.
« Last Edit: November 23, 2008, 12:21:59 PM by woodenbandman » Logged

woodenbandman
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« Reply #106 on: November 23, 2008, 12:34:52 PM »

New post based on new question:

What buffs do you guys want? I'll probably be playing the role of summoner/buffer, which should turn out sweet, and I'm looking for buffs for the party. Mass Enlarge Person is all I can find from the SRD, so give me some good choices form Spell Compendium. I have the E-book, but It's on my other computer. Persistable buffs preferred, and I still have 2 feats left. I will probably use one on myself to get persistent Greater Blink, so I have one more per day until I reach a higher level when i'll have 2 per day.

Also among my tricks will be stuff like Cloudkill and Solid Fog, Black Tentacles, Maw of Chaos and such like that.
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Tshern
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« Reply #107 on: November 23, 2008, 01:04:01 PM »

Quote from: woodenbandman
insight bonuses for making a good pact, bonus from Warning (+5), Improved Initiative, 2 dex. That's 11, and I have a nerveskitter prepared. So In all I've got +16 to initiative, which is respectable, especially for minimal investment, but I can do better. If I have more money...
Didn't notice your weapon, that explains it. Too bad I can't afford it yet, but I have +6 initiative and whenever I use Combat readiness it jumps to +12, which should be quite decent. And yes, Nerveskitter is quite awesome...

I try to find some decent spells for you, I'll post here when I have something.
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Kaelik
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« Reply #108 on: November 23, 2008, 01:11:33 PM »

Just in case I didn't make it clear earlier, If/when I win Init, I'll be giving all enemies (or a a few in a group, that are subject to mind affecting, and I have to beat their SR) a -10 to Init as a swift action during surprise rounds.
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Tshern
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« Reply #109 on: November 23, 2008, 01:32:52 PM »

Arcane spellsurge: Dragon Magic, page 64. Changes standard action spells to swift actions, full rounds to standards and those with casting time of 2-10 rounds, casting time is shortened by one round. Range: Personal. Universal, Wizard 7, standard action to cast, normal duration 1 rnd/CL.

Greater mirror image: PHB II, page 120. Creates 1d4+1/3 CLs of images and a new one appears every round until you have eight images, if one is destroyed, a new one appears the following round. Range: Personal. Illusion, Wizard 4, immediate action to cast, normal duration 1 rnd/CL.
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« Reply #110 on: November 23, 2008, 02:29:18 PM »

Traits are fine.  Aggressive is a pretty optimal pick.  Good job on noticing it.
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Judging Eagle
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« Reply #111 on: November 23, 2008, 07:15:14 PM »

Armors aren't a part of RoW.  They aren't fucking finished and only are balanced in the 8 item limit world because each armor is better than a RoW feat.  Furthermore, do you really want your enemies using RoW armors?  They can get way more HD than you.  That's a tactical consideration.  They also have no costs.  Like, at all.  You can't fucking use them because they aren't part of RoW. 

The 8 item limit is from Book of Gear. The RoW armours came with RoW, as in they took up the bulk of the equipment section of Races of War.

Most of the mundane RoW armours are usually worse than a Tome Feat in my experience, they're just "one thing"; while the scaling feats tend to do 3-4 things.

I've got a sneaking supision that I think you're talking about not allowing the RoW rules for Mithral Suits and Adamantine Breastplate.

While you think that I'm talking about the really crazy shit like Mechanus armour or Sun Plate (which.... I still haven't been able to figure out how to allow or make purchasable in any game, they're essentially magic items out of the box).

I've been referring to stuff like mithril or adamantine armour or fullplate padded with silk, since the RoW rules simply modify existing armour rules. Not the armour of bones or ice aegis.

Quote
We're using the standard rules for skills.  I'm not houseruling skills at all.

Right. I'll have to discuss Jagg's RP skills with her then. Probably Craft, and get half her money back from her Adamantine full plate.

[Edit: I talked with her over MSN, so one "dumbarian" coming up]

Quote
RoW fighter gets RoW feats.  PHB fighter gets PHB feats.  Just denote which you're using.  Same goes for barbarian.  RoW or the old class is fine, but only RoW fighter gets RoW bonus feats.

Ok, just making sure. That means that my level of Feat Rogue can't be used to get a RoW feat, and Psychic Robot's character Serases' two levels of PHB fighter can't be used to get RoW feats?

B/c if that's true then he's going to have to change his Weapon Finesse and Iron Will RoW feats for the PHB ones. Dropping his damage by 5 per attack (no more dex to damage), his will save to +9 (from +10), or change his other feats around. He'll probably try to keep RoW Weapon Finesse, since he's a melee damage build.

Personally, I'll probably dump Subtle Cut. I'm only using one of it's 4 options anyway. Stand Still is probably better, and more thematic for the character. Stopping people as they enter my threatened squares or "moving web" fits into the theme of "is a spider".

Anyway, it's not hurting my character, but does affect someone else's. Which is why I asked how we're doing it.

Quote
RoW bab rules fuck y'all (HD), but we can use them.

Regular BaB rules already fuck us b/c of HD. RoW rules even the playing field. Also, we have the option to get The Edge in other manners.

Quote
PHB grapple works fine.

However resolving Grapples will be slower due to PbP, since one person has to roll, then the other has to opposed roll, then the 1st person has to see the result. Just my experience with grappling under the old system, too much opposed rolling.

On the other hand, if we won't ever see grapple then using the older and slower rules is probably fine.

However, Prak pretty much built a grappler. He's got a Huge monk that picked up Juggernaut; so he's got a +12 modifier from size, +13 from BaB and +10 from Strength; or a +35 Grapple modifier. He might want to quickly rebuild or reconsider how he'll approach grappling. Since it seems that it's something he wanted to do.

Quote
Miss chance over pure AC is fine.  Just expect to be power attacked and not all enemies are subject to it.  Better to have both when you can.

Yep, Jagg is packing magic breastplate, has natural armour and can pull out a sheild if she needs to (AC.... 10 + 5 armour + 1 dex + 3 natural + 4? magic +/- 2 rage +/- 5 magic heavy steel sheild = 10 + 5 + 1 + 3 + 4 = 23, 21 when raging, 28 with a sheild, 26 when raging), so her AC isn't terrible, but it's not say... AC 40+.

Quote
I'm allowing flaws, so you have to fucking take power attack and co if you want it.

No problem, Power Attack beats Mad Foam Rager for Jagg. I never PA with any of my characters myself since I prefer reliable hits.

Quote from: woodenbandman
Also among my tricks will be stuff like Cloudkill and Solid Fog, Black Tentacles, Maw of Chaos and such like that.

Web is also ridiculous in terms of cost and effect. Affected creatures have to make DC 20 Strength or Escape Artist checks just to move 5 feet, once per round. I'll trade in my 5 scrolls, buy a wand at 4500 gp, and give it to your character in-game. Maybe buy 2 if I can afford it. That or talk to Jagged OOG and ask if I can get the cash I need if I'm short for a 2nd wand.

Twin webs per round will really screw up most creatures, and with no fire underwater, they won't go away easily. Jagg will probably be the best person to clear the webs after each fight, so I'll see if I can fit Flaming into her tanking longsword.

Also, Psychic Robot, I'm hoping that figthing elementals won't restrict Serase's SA damage. I haven't been able to check out her character sheet, mostly b/c it's not openly viewable. I'm guessing that (Penetrating Strike) rogues can SA elementals? Most 3.5 material that came out after the Complete books I didn't really look at.

Prak, with Mu-Xe's strength score, you should get a bow or shuriken or darts or something. We might come into a situation where might Shederak and Innards start dropping a Web per round, and I want you still able to kill shit.

Also, you've got 13 levels of monk; what Fighting Styles do you have, or do you have a link to them somewhere.


Finally, if anyone is looking over/reviewing/auditing my own character, I apologize in advance, it's in... 3 different sections, and they need to be cleaned up and spliced back together. I'm noticing this as I keep editing different posts. It's not that I'm cheating, it's that I'm doing continous nips and tucks to the character's stats, gear, feat choices and going over what tactics they can or will use.

>_<
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Psychic Robot
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« Reply #112 on: November 23, 2008, 08:34:16 PM »

JE: Penetrating Strike allows for 1/2 SA damage on elementals.  In addition, I have Deathstrike Bracers, which give me full SA a few times per day.
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Kaelik
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« Reply #113 on: November 23, 2008, 08:59:50 PM »

PR, do you have a way to auto flank with yourself?
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Psychic Robot
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« Reply #114 on: November 23, 2008, 09:13:12 PM »

I think one of the Tome feats does something like that.
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« Reply #115 on: November 23, 2008, 09:15:14 PM »

We're not using RoW armors.  I've already stated this.
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Kaelik
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« Reply #116 on: November 24, 2008, 02:56:06 AM »

Do you have it? Because PS only applies when you flank, and never when Dex is denied. (Also, it's not SA, so you get it against everything, even things with concealment relative to you.)
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woodenbandman
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« Reply #117 on: November 24, 2008, 09:00:00 AM »

Arcane Spellsurge is a personal effect?
 Laugh Laugh Laugh Laugh Laugh I'll be persisting that now.

Wait. Should I? I normally wouldn't be able to quicken, and this would give me superior maneuverability, but I wouldn't be able to do much since I don't have any casting time 1 full round spells. Anyone got any idea how to increase the casting time to 1 full round?

EDIT: So my 2 buffs of the day are going to be a Greater Blink and Arcane Spellsurge. That should make me near invincible. Does Greater Blink give your dupes a 50% miss chance? So I have now a 25% miss chance, followed by a 50% miss chance, and 1d4 + 3 mirror images, with a new one appearing each round  Evil Laugh

Now I just need a way to boost me AC into the heavens.

EDIT2: Is it okay if I keep my spellbook in this thread, in my previous post on page 2? Link coming
« Last Edit: November 24, 2008, 12:52:02 PM by woodenbandman » Logged

Judging Eagle
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« Reply #118 on: November 24, 2008, 10:53:52 AM »

Lost the post I was writing last night, only noticed that now.


Kaelik, PR

Serase should be able to flank as long as his targets are between PR's PC and my PC or Prak's PC.

Merhault/Innards has 20 or 30 feet of reach; Xe-Mu has 15. If those two are at opposite edges of the party, then Serase should be able to SA anything the party is fighting.

Also, PR you're thinking of Expert Tactician. It doesn't do what you hope it does. It only shifts the square you count as threatening from by 5 feet.

Finally, Pr have to looked at the Craven feat? It might help with damage when you're only dealing 1/2 SA damage on elementals.

Uber

No problem. This only fucks the tank though.

I'm going to switch my character to use mithril breastplate, it's cheaper, I can craft it to reclaim more money.

It won't slow my speed and it has an  armour check penalty of 0 (ACP 4 - 1 Mwk, -3 Mithril). Instead of the armour that I had before that had an armour check penalty of 4 and slowed my movement down by 10 feet.


To Everyone else

Jagged needs some really good armour. She's losing DR 14/Adamantine, so I'm instead trying to make her uncrittable for as cheap as possible.

Right now I'm thinking of +1 Medium Fortification Mithril Fullplate with: Ysgariandian Heartweave, Netcutting Spikes and a Bouyancy kit attached (AC 9 + Magic Vesments; Dex +3, ACP of -2 only, swim check penalties are x1 ACP due to bouyancy kit, not x2). However, any other suggestions would be greatly appreciated.

This gives crits a 75% chance of being negated, and those crits that don't get negated have a slightly higher AC to contend with. This is going to be expensive though, 16k for the enchantments, 10,500 for the armour (however she'll only have to pay 1/3 of the 10,500 part since she's got a Craft check of over 20; so 3500 to craft the armour, 16,000 to enchant it, plus what the heartweave, spikes etc. cost).

This might work better than the Adamantine armour, since she's not weighed down, but now it seems that everyone is wearing Mithril armour, except Prak's character. Who can't wear most armour.

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« Reply #119 on: November 24, 2008, 11:56:14 AM »

Tank isn't a role.  It's just a slider.
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